phoenix4ever said:This is either a HotA or HD mod issue:
Sometimes when AI is summoning a boat and moving his hero aboard, the game freezes and it will NEVER stop loading.
Sadly that has broken a few of my save games.
(I have newest version of both HotA and HD Mod.)

That problem ruined every game I've started since the update.
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im stuck in Terror of the Seas campaign in the last mission (Treachery)
i went underground to the snowy part (using the portal that requires the red tent) with my main hero and few weeks later i notice theres no way out. is it a bug or am missing something? normally i use plenty of saves but now i only had like 4 and all are after i took the portal.
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elshaw27 said:
A gigantic size custom map I recently made has been bugging out my saved games. When I go to save the game (in HotA), the save file disappears! The Autosave file is gone too. I found this very odd and this has never happened to me before.

I didn't tested this solution but I'll try to translate from polish community fix for similar issue:

Try to load any save from any other map. Then save this 'save' under diffirent name. This trick should fix problem with broken multiplayer saving/loading in hd-mod/hota.

I tested out this solution, but unfortunately it did not work. All other multiplayer saves work normally, it is only when this particular map is saved that the save file disappears.

However, while testing your solution I discovered that saving/loading the map worked in singleplayer. All prior saves on that map reappeared on the list, but only when trying to load the game in singleplayer. So whatever the problem is, it definitly seems to be related to playing the map in multiplayer. How could that be?

I discovered a bug with solution after hours of trying. right now i am building a map with the newest hota version and i had the problem that a planeswalker, played from the AI was moving one step out of his town, then back in and out again then back in and he repeated it until he was empty of steps. also he was in a infinite loop and did that every turn. no mater what. in that town, aurora borealis was activated, also i activated all spells in map editor, but in that specific town, i deactivated some spells on purpose. After i removed aurora borealis, the planeswalker who entered the town could move out easily and could play like normal. with activated aurora borealis he was trapped there forever.

In other words, it seems that the AI evaluates the Aurora Borealis as providing new spells, while in fact there aren't any due to spells being blocked on a general level on the map.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

Interesting. That could make sense! but remember I activated all spells in general because I wanted them to be in the tombs of magic. But I deactivated some spells like fly DD TP in that town with Aurora borealis so the AI must have had a conflict with that.

hello heroes
I found a bug that turns the gem pond in the desert into a gold mine. This error always occurs, no matter if I start a random map or a scenario or a map in the editor. The original gold mine remains a gold mine.
I even set up a fresh installation of Hota 1.5.3 via Heroes Complete, unfortunately without success. Is it perhaps because of my DVD "Heroes III+IV Complete by "Purple Hills"? Without Hota, the Gem Pond is a Gem Pond. I hope I'm not the only one with this mystery.

Ok, I'm assuming this is due to a problem in the new score system, even if I'm not sure is not already present in SoD.
I've made some changes to a random map and I set it to be a "Build the Grail Structure" map. While the map finishes when I build the Grail I don't get the points from that.

Another thing, even if this is more a suggestion then a "bug", you took the option to say the map allows for "Normal Victory" or not. While I'm ok with this, I think the default should be "Not Allow" and not "Allow", because if you make a map with a condition you probably want it to be fulfilled.

Ahem...yes, I definitely noticed of lot of stuff not really working as anticipated by

...a lot of single player mode's players.

Right now, the grail is a very strong bonus to the player that finds it and implements it in the nearest town of that player's choice and, that's it. The grail is not an option of a victory condition since the possibility is not present in the in-game RMG.

Unless(did not fully tested it,yet), it is implemented within the Tournament Rules' extra advanced options of the RMG.

Coin Flip is implemented only in the multi-player gaming of this game.

The right button is only used to clear out the pop-up messages that are already scripted in by a map maker of this game. The other scroll of map methods are not implemented in this game(holding down the right button anywhere on the map to scroll the map in any direction the mouse move to and, middle spinning wheel of the mouse does not have the click and move the adventure map up and down either).

I really do think that the mouse's full functionality was introduced as a new feature in Heroes IV + the 2 other expansions. Not quite sure about that. Will have to load up Heroes 4 Complete + mod. onto it in order to test that. Just did so, a few hours ago and, as suspected, only Heroes IV could have the map scrolling feature but, no wheel mouse functionalities. Stupid Heroes IV froze in a battlefield encounter against a neutral bunch of mine's guards.

Rolands special is bugged, he only get bonus to Crusaders, not Swordsmen.

Edit: I finally decided to correct this bug myself and for others that want to correct it, it can be done very easily by hex editing the exe. file.
You need to change the digits at 279be4 from 07 -> 06. (07 stands for Crusaders, while 06 stands for Swordsmen, so that explains why he only gives bonus to Crusaders.)

Is already a workaround for the "Load Game/New Game" issue from Gameranger?

I played a mutliplayer game, but with gameranger we are not able to load the game, cause the clients are always redirected to "new game" isntead of load game. I see this was already reported in January, why wasn't it fixed with new hota version? =(

I encountered a serious bug, that can lead to a crash (and also a lot of annoyance).

If you use Town Portal while standing in the gate of a town (as a guest), but cancel out the destination selection window, the game starts to do some strange things.
If you use it while you stand in an ally's town, the color of your hero turns to the town's color, and takes the control of your hero away, if you unselect him/her. (It can be turned back the same way - if you go to one of your own towns, stand in the guest side, and use Town Portal, but cancel it during the selection, the color changes back). Like this, the control of your hero goes to the other player.

If you do this in your own town, sometimes the color of your town turns gray, and most of the time, a crash occurs. Sometimes it didn't crash, and it seemed like I didn't actually lose the control of the town (I could still open the town screen).
If you change the color of your hero multiple times, sometimes the town, from which the hero initatied the Town Portal also changes color.

It doesn't matter in whose town I do this, a graphical/game glitch also starts to take effect after this - whenever your hero moves, the same hero stays also at the starting place of his/her movement (like a shadow), that disappears after ending the current moving of the hero. Rarely this 'shadow' hero didn't dissappear, and I could even trade with him - my hero was trading with him/herself (although artifact duplication was not possible).
This 'shadow' hero seems to disappear if the screen is redrawn fully - for example opening up the puzzle map, or the kingdom overview screen. Making a successful Town Portal also fixes this.

This happens with the simple Heroes 3 Complete, and also with HoTA, but if I start HD mod with Era, it doesn't seem to do any of these. This happens both in single player and multiplayer (hotseat and network too).

When attacking hero uses orb of vulnerability he can cast haste on his own gold dragons but when defending hero cast mass haste on his troops, gold dragons arent affected. Same problema with resurection, attacking hero could cast resurection on the gold dragons but defending hero couldnt. It looks like the hero without orb only can cast 1-4 level spells on the other hero dragons, but the hero with orb can cast on his dragons and his enemy dragons.

Note 1: attacking hero hadnt expert air so we can only test individual haste.

Javiduc said:When attacking hero uses orb of vulnerability he can cast haste on his own gold dragons but when defending hero cast mass haste on his troops, gold dragons arent affected. Same problema with resurection, attacking hero could cast resurection on the gold dragons but defending hero couldnt. It looks like the hero without orb only can cast 1-4 level spells on the other hero dragons, but the hero with orb can cast on his dragons and his enemy dragons.

Note 1: attacking hero hadnt expert air so we can only test individual haste.

Note 2: Both heros could cast mass slow affecting enemy dragons.

Note 3: only attacking hero had orb of vulnerability.

It does not depend on the level of the spell. The orb removes the vulnerabilities of all units for the one who has it and only vulnerabilities of the opponent for the one who doesn't have it. This is how it always worked. For one - this way you can be sure that your immune units are actually immune to your own armag or chain lightning if you don't equip your orb.

It's nice you learned the AI to cast Berserk, still I would consider this a bug:
First round AI casts Blind on my Archangels, I could'nt dispel/cure it, so they were still blinded in round 2. In round 2 AI casted Berserk on the blinded Archangels (Which did nothing, as the angels were blinded) in the next many rounds AI kept casting Berserk on the blinded Archangels, which was just a waste of it's heros turn and spell points.
It probably should'nt attempt to cast Berserk on a blind unit and especially not round after round...